package com.struc.td;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;


public class StaticTextures {

	// General
	public static Texture info_panel_exitInfo;
	public static Texture gold_text;
	public static Texture entity_map;
	public static Texture pixel;
	public static Texture pausebutton;
	public static Texture playbutton;
	public static Texture talentbutton;
	public static Texture soundon;
	public static Texture soundoff;
	public static Texture pausemenu;
	public static BitmapFont font;
	public static BitmapFont towerFont;
	// Tower Range
	public static Texture tower_range;
	// Tower space
	public static Texture tower_space_infoBG;
	public static Texture tower_space_towerMap;
	public static Texture tower_space_slowTower;
	public static Texture tower_space_towerSelected;
	// Tower Damage
	public static Texture tower_damage_infoBG;
	public static Texture tower_damage_towerMap;
	public static Texture tower_damage_selected;
	public static Texture tower_damage_infoselected;
	// Slow Tower
	public static Texture tower_slow_infoBG;
	public static Texture tower_slow_towerMap;
	public static Texture tower_slow_infoselected;
	public static Texture tower_slow_selected;
	// Enemy Armored
	public static Texture enemy_armored_infoBG;
	// Enemy speed
	public static Texture enemy_speed_infoBG;
	// Enemy Normal
	public static Texture enemy_normal_infoBG;
	// Projectile damage
	public static Texture proj_damage_proj;
	// Projectile slow
	public static Texture proj_slow_proj;
	// Game
	public static Texture game_worldmap;
	// Pause
	public static Texture pauseScreen;
	// Talent Miniatures
	public static Texture talent_goldlotsofit;
	public static Texture talentCheckbox;
	public static Texture talentCheckboxChecked;
	public StaticTextures() {
		info_panel_exitInfo = new Texture(Gdx.files.internal("data/closetexture.png"));
		entity_map = new Texture(Gdx.files.internal("data/entitymap.png"));
		pixel = new Texture(Gdx.files.internal("data/pixel.png"));
		pausebutton = new Texture(Gdx.files.internal("data/pausebut.png"));
		playbutton = new Texture(Gdx.files.internal("data/playbut.png"));
		talentbutton = new Texture(Gdx.files.internal("data/talentbut.png"));
		soundon = new Texture(Gdx.files.internal("data/soundon.png"));
		soundoff = new Texture(Gdx.files.internal("data/soundoff.png"));
		pausemenu = new Texture(Gdx.files.internal("data/pausemenubut.png"));
		gold_text = new Texture(Gdx.files.internal("data/gold.png"));
		font = new BitmapFont();
		towerFont = new BitmapFont(Gdx.files.internal("data/towerbone2.fnt"), Gdx.files.internal("data/towerbone2.png"), false);
		// Tower Space
		tower_space_infoBG = new Texture(Gdx.files.internal("data/towerspotback.png"));
		tower_space_towerMap = new Texture(Gdx.files.internal("data/towerspotbackmap.png"));
		tower_space_towerSelected = new Texture(Gdx.files.internal("data/towerSpaceSelected.png"));
		//Tower Range
		tower_range = new Texture(Gdx.files.internal("data/towerrange.png"));
		
		// Damage Tower
		tower_damage_infoBG = new Texture(Gdx.files.internal("data/infobackdamageback.png"));
		tower_damage_towerMap = new Texture(Gdx.files.internal("data/infobackdamagemap.png"));
		tower_damage_infoselected = new Texture(Gdx.files.internal("data/infobackdamageselected.png"));
		// Slow Tower
		tower_slow_infoBG = new Texture(Gdx.files.internal("data/infobackslowback.png"));
		tower_slow_towerMap = new Texture(Gdx.files.internal("data/infobackslow.png"));
		tower_slow_infoselected = new Texture(Gdx.files.internal("data/infobackslowselected.png"));
		// Enemy Armored
		enemy_armored_infoBG = new Texture(Gdx.files.internal("data/infobackarmored.png"));
		// Enemy speed
		enemy_speed_infoBG = new Texture(Gdx.files.internal("data/infobackspeed.png"));
		// Enemy Normal
		enemy_normal_infoBG = new Texture(Gdx.files.internal("data/infobacknormal.png"));
		// Projectile damage
		proj_damage_proj = new Texture(Gdx.files.internal("data/projectile1.png"));
		// Projectile slow
		proj_slow_proj = new Texture(Gdx.files.internal("data/snowFlake.png"));
		// Game
		game_worldmap = new Texture(Gdx.files.internal("data/worldmapsave5.png"));
		// Pause
		pauseScreen = new Texture(Gdx.files.internal("data/pausestate2.png"));
		// Talent miniaturs
		talent_goldlotsofit = new Texture(Gdx.files.internal("data/goldlotsofit.png"));
		talentCheckbox = new Texture(Gdx.files.internal("data/talentcheckbox.png"));
		talentCheckboxChecked = new Texture(Gdx.files.internal("data/talentcheckboxchecked.png"));
	}
}
